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Question by bernard1998 · Jun 05, 2013 at 01:37 PM · guiraycast

GUI Click and Hide

I need to let GUI appear when i click a game object but when i click anything else it should disappear, but every time i click on the GUI it disappears and doesn't register my click.

 if (Physics.Raycast(ray, hit)) {
         
         if (hit.collider.name == "fruit" && Input.GetMouseButtonDown(0)) {
             justClicked = hit.collider.name;
             Debug.Log("hit");
             clicked = true; 
             xGui = Camera.main.WorldToScreenPoint (hit.collider.transform.position);;
                     
         }
         else if (hit.collider.name != "fruit" && Input.GetMouseButtonDown(0)) {
             clicked = false;         
         }
     }
     
     
 
 }
 
 function OnGUI () {
 
     if (clicked == true) {
         if(GUI.Button(Rect(xGui.x, xGui.y, 100, 100), "Do something")) {
             Debug.Log("Clicked");
         }
     }
 
 }

For some weird reason if I don't move the GUI with xGui it registers the click. Thanks in advance :) Bernard

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Answer by robertbu · Jun 05, 2013 at 02:00 PM

Your problem is that when you place your GUI.Button, it is over another game object (without a fruit label). So when you click to activate the button, your Physics.Raycast() code is executed first bringing the button down. You can fix it with something like:

 #pragma strict
  
 var clicked = false;
 var justClicked : String;
 var xGui : Vector3;
  
 function Update() {
  
     var hit : RaycastHit;
     var ray = Camera.main.ScreenPointToRay(Input.mousePosition);
     if (Physics.Raycast(ray, hit)) {
        if (!clicked && hit.collider.name == "fruit" && Input.GetMouseButtonDown(0)) {
          justClicked = hit.collider.name;
          Debug.Log("hit");
          clicked = true; 
          xGui = Camera.main.WorldToScreenPoint (hit.collider.transform.position);;
  
        }
        else if (hit.collider.name != "fruit" && Input.GetMouseButtonDown(0)) {
          clicked = false;        
        }
     }
     else if (Input.GetMouseButtonDown(0)) {
         clicked = false;
     }
 }
  
 function OnGUI () {
     if (clicked) {
        if(GUI.Button(Rect(xGui.x, xGui.y, 100, 100), "Do something")) {
          clicked = false;
          Debug.Log("Clicked");
        }
     }
 }
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avatar image bernard1998 · Jun 05, 2013 at 02:19 PM 0
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Thanks but now when I click somewhere else to "deselect" that game object and hide the GUI.Button nothing happens? Thanks for the speedy reply :)

avatar image robertbu · Jun 05, 2013 at 04:02 PM 0
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I edited the code to give you more of what you want. The code is convoluted (I$$anonymous$$HO). When I get code like this, it usually means I have not though about the problem in the right way.

avatar image robertbu · Jun 05, 2013 at 04:47 PM 0
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I don't know how your logic flows, but I might do something like this to solve your problem:

 #pragma strict
 
 private var show;
 private var rect : Rect;
 
 function On$$anonymous$$ouseDown() {
     show = true;
     rect = Rect(Input.mousePosition.x - 50, Screen.height - Input.mousePosition.y - 50, 100, 100);
 }
  
 function OnGUI () {
     var e = Event.current;
     if (e.type == EventType.$$anonymous$$ouseDown && !rect.Contains(e.mousePosition))
         show = false;
         
     if (show) {
        if(GUI.Button(rect, "Do something")) {
          show = false;
          Debug.Log("Do something");
        }
     }
 }

This would need to be attached to every "fruit" object.

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